/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
Get a pipeline state id in this order: global persistent Id table. If not found, will lookup in PassSet argument. If not found in PassSet argument, create a blank pipeline set id and add it PassSet argument
static [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) GetPipelineStateId ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & InPipelineState, FGraphicsMinimalPipelineStateSet & InOutPassSet, bool & NeedsShaderInitialisation )